A herd of caribou is making the journey north for the summer. They must make it past obstacles, both natural and man made but as the season progresses things are heating up. Climate change brought on by humankind is creating new dangers to the herd. The caribou will have to make it past pipelines and forest fires to get to safe pastures.
Premise: Caribou herd making it to safer pastures for the season.
Setting: The game is set in a forest near human settlements.
Objective: The objective of the game is for the player to successfully migrate their caribou to the northwest corner of the board.
Core Gameplay: Players all start on the start tile of the board, draw 3 movement cards, and use these movement cards to reach the end of the board.
What Makes This Game Unique: The layout of the board is unique with the hex shape tiles that allows the user to move in 6 different directions.
Number of players: 3-4
Audience: Young adults
Each player represents a caribou herd, and all starting at the south east corner of the hexagon shaped board, travelling to the north west corner. The game map is constructed with hexagon tiles of different types of terrain or area(eg. forest, human settlement .etc). These tiles will be set before the game starts.
The player will draw 5 movement cards at the start of the game, and the movement cards will specify direction(s) that players are able to move to. In each new turn, the player will draw a new movement card, play one movement card and choose one direction that is specified in the movement card and move to the adjacent tile according to the direction that player choose.
When the player lands on a new tile, the player would draw an event card of corresponding tile type. According to the events, players might lose or gain caribou herd populations, make new decisions, cooperate or cause general effects that affect all players.
The game ends when all caribou herds reach the destination, and the herd with the highest population wins.
There is a balance of skill and chance involved, currently our players need to pick up cards which determines the number of positions they can move on the hexagonal tiles, but players get to pick the direction. The game takes almost no physical dexterity as players are playing and picking up cards, and the mental calculations are fairly straight forward, players only need to pick a direction, count and keep track of the size of their herd, but there are very few things such as game state changes or complicated math that they need to consider which is not readily available for them on the game board at all time.
Premise: You are the leader of the caribou herd and your herd is trying to migrate to a safer place for living. Due to human behavior and climate change issues, your journey will become more dangerous and difficult than before. Trying to reach the destination as soon as possible, but also keep an eye on your herd population.
Players: 3-4
Goal: Each player is a leader of a caribou herd and is trying to reach the migration destination. The goal of the game is to be the player with the most caribou by the end of the game, but also be as quick as possible.
Play Order: The youngest player goes first and then players go clockwise around the board.
Mechanism: Each player represents a caribou herd, and all starting at the south east corner of the hexagon shaped board, travelling to the north west corner. The game map is constructed with hexagon tiles of different types of terrain or area(eg. forest, human settlement .etc). These tiles will be set before the game starts.
The player will draw 3 movement cards at the start of the game, and the movement cards will specify direction(s) that players are able to move to. In each new turn, the player will draw a new movement card, play one movement card and choose one direction that is specified in the movement card and move to the adjacent tile according to the direction that player choosed.
When the player lands on a new tile, the player would draw an event card of corresponding tile type. According to the events, players might lose or gain caribou 1herd populations, make new decisions, cooperate or cause general effects that affect all players.
The player could also choose not to play movement card for a turn. In this condition, the number of caribou -1 and still draw a movement card, but won't draw event cards.
The game ends when all caribou herds reach the destination, and the herd with the highest population wins.
Forest: Some predators are hidden in the forest. The forest used to be a good place to gain food and have rest, but due to over-harvesting and other human behaviours, it has less food available and is more dangerous.
Water: Rivers. Where caribou can drink some water and have a short rest. Due to climate change, some river’s water level is higher than before so that it is more difficult for caribou to pass through.
Food: Main terrains that caribou could get good. Due to climate change, some edible plant species changed.
Industry and Pipeline: Caused some pollution and other environmental problems that makes the terrain not suitable for animals anymore.
Settlements: The human settlement is not a safe place for caribou to pass through. However, some lucky herds could also get help from animal protection organizations
Settlements
+2 Caribou CPAWS (Canadian Parks and Wildlife Society) works with First Nations and B.C. government to create the Muskwa-Kechika Management Area in Northern B.C. Your herd flourishes in this protected area.
+1 Caribou for all players: Conservation groups and First Nations successfully file legal action to have Environment Canada protect caribou herds.
Lose your next turn: Noise from the Dawson City Music Festival frightens your herd and you must take the long route around the area.
-3 Caribou: Your herd must travel across the highway. Traffic scares some of the herd and others are hit and killed accidentally.
-3 Caribou: Some poachers find the traces of your caribou herd and they kill 4 caribou.
-1 Caribou: Your herd pases close to Old Crow Village, home to the Vuntut Gwitch’in First Nation. Only one caribou is lost because they practice sustainable hunting.
-2 Caribou: This human city produces too much garbage, and the pollution affects this area. Some caribou eat plastic by mistake and die.
Forest
-2 Caribou: Your herd encounters a hunting expedition. Two of your herd will go home with them as trophies and sausage.
-1 Caribou: A grizzly bear attacks your herd and makes off with one of your caribou calves.
+1 Caribou: Your herd finds plenty of nutritious food in the Ivvavik National Park in Northern Yukon. A new calf is born and your herd grows by one.
-2 Caribou: Due to unsustainable clearcutting practices, this area is devoid of all vegetation. Two of your caribou are too weak and hungry to continue, they die in the middle of the clearing.
-3 Caribou: An increase in dry windy weather due to climate change creates the perfect conditions for forest fires to blaze out of control. Sparks from a campfire began a fire that consumed 50 acres. Three of your Caribou suffocate from the smoke.
+1 Movement Card: You enter a protected old growth forest. Your herd passes through the forest safely. Draw an extra movement card this turn.
Water
-3 Caribou: Climate change has led to an early thaw and the runoff has made the river treacherous to cross. If you decide to stay here you will lose 3 caribou in the crossing, or you can return to safety on your previous tile.
+1 Caribou: Kwadacha Wilderness Provincial Park in the Rocky Mountains provides plenty of food and fresh water. Your herd’s population increases by 1.
-2 Caribou: Your herd drinks water that was contaminated by a nearby fracking operation. Two of your herd die.
No Movement Card. A fast flowing river limits your herd’s movement. Do not draw a movement card this turn.
Food(Carrot ncom)
+2 Caribou: Your herd finds some fresh Blueberries. These plants are healthy to eat. Your herd’s population increased by 3.
+1 Caribou: Your herd arrives at an area with enough flowers and herbs to eat. Your herd feels rested and is ready to move on.
+0 Caribou: There’s not much food left, but still enough for you to survive. You herd stayed for a short rest and then continue the migration.
Stop for 1 turn or give up a movement card: The main plant species in this area changed. They are still edible but couldn’t provide enough nutrition.
Industry and Pipeline
-3 Caribou: The Trans Mountain pipeline has sprung a leak. Lose 3 of your herd due to consuming contaminated water and vegetation.
-3 Caribou or give up 2 movement cards: This area is used to be a good place to have a rest. Due to the human industry, it is not safe and quiet as before. Your caribou couldn’t get enough rest here as in earlier years.
-1 Caribou. Stop for one turn Except if the player is able to move to a nearby forest in the next turn: The amount of poisonous insects in this area increases and they bring your herd disease. You’d better escape into deeper forest, or you have to rest for a while(one turn)
-2 Caribou: A nearby Copper Mine contaminates the Air, your herd breathes in the metals ang gets sick two members die.
Move to Forest or -2 Caribou: A new branch of the pipeline has started construction, your herd gets startled and runs away. Move directly to the nearest forest tile for safety, if it is more than one space away you lose two Caribou due to the distance travelled.